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kulkija

Alpha Tester
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Everything posted by kulkija

  1. Event: “Comet” Duration 1-6 months Sized as large moon/Sanctuary/Heaven Moving slowly. No initial coordinates or exact date. Can be first visually observed. It can be seen as a very large and bright comet. Can be seen way before entering our solar system. This allows scouts to be sent to see "what is out there". Scouts can trhaen hael other players to calculate comet's speed and direction and estimate when it is near enough to start mining ops. Speed and direction can change. Then Comet enter Solar system in pvp – zone. Moving slowly into safe zone triangle and passing Alioth very close. Then leaving safe zone and moving further either to the sun or just into space. Comet contains ores only. All tiers. No dirt Has no tiles but accepts static constructs for building bases/defenses. Ore distribution is very rich. So rich that it is not possible to mine out during the event (1-6 months) Rich ore distribution with no “dirt” makes mining very lucrative, even in pvp zone. Mining yield must be high for couple of reasons: High reward when in pvp zone Ore must last whole event even if large number of players participate. If static constructs are allowed, they should reserve small volume (maybe 10x of constructs build zone. Next construct would not be allowed within 1 km radius. If reward is high it attracts both pvp players and miners, even before Comet enters safe zone. If duration in safe zone is long enough and reward stays high pvp:ers have time to build mining outposts and defense systems before Comet leaves safe zone. Even with large voxel modifications due mining database will eventually be cleared if comet “disintegrates due collision into sun or just because of [“some scifi explanation”]
  2. I see this as a rising problem. https://www.techpowerup.com/290460/intel-to-disable-rudimentary-avx-512-support-on-alder-lake-processors @NQ - Please can we get comment about this.
  3. Sanctuary moons were not promised. They are added later. Only 10 km safe zone around Arkship.
  4. Nice idea and nice plan. Only problem is wrong game.
  5. So problem with pvp right now is lack of defensive measures. Not about how big or small pvp area is. Also we all know that plan is that only 3 planets and their moons inside current safe zone stay safe. Safe zone around other (outer) planets is temporary. Outer planes will be full pvp.
  6. It is possible to implement energy systems without breaking things. I think it is the only possibility if done after launch.
  7. DU has more than one main pillar and it support all game styles. I think that having more than 70% of tech about war is way too much. It must be balanced.
  8. Are we finally gonna see real player markets? https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1692359 Player run economy was one of the main pillars for this game. Current dispenser based so called "Player markets" are only a placeholder. NQ - Please read your Kick-starter post/promise, and give us comment about this. At latest "Ask Aphelia" podcast were some discussion about Player markets, but only as a late game High end feature, which is not what is defined at Kick-starter.
  9. Interesting Can't wait for more detailed posts about new features.
  10. In EVE there is no planetary warfare or AVA. So why it should be in DU
  11. After 1.5 years this situation will be exactly same. There will be super rich players versus new players. How this situation can be resolved? New wipe every year ??
  12. Problem has always been constant changes which breaks players achievements. - by nerfing engines breaks well balanced ships and throw hours of playtime into trash. This has happend so many times - by adding lots of extra weight, (for no reason) to ship elements has same effect - by implementing schematics did break so much work already done at factories - lua changes which are not backwards compatible - obstruction changes - changes to colors and textures of voxels - change of material requirement for Warp beacon This list goes on and on. So many negatively effecting changes has been most poisonous to the motivation to continue. I'm not the onlyone who has felt that Devs and Game designers want to punish players instead of creating interesting features. Also about what is interesting is wery much lost.
  13. True I am. But what can I do I'm just so frustrated. And yes I'm afraid that "Power" will break everything again. If that happens after launch it will be worse that 0.23 catastrophe. And there will be no more "Launch nor wipe card" to play.
  14. How about Beta keys. Will they keep their talent points. Those talent points are not related to subs.
  15. If speaking about energy source, standard cars have only one energy source - Fuel Alternator uses energy generated by it's engine from fuel.
  16. If CEO of the company makes statement it represents the Company, not person or personal opinion. Please stop this JC nonsense.
  17. This one I really do not understand. How hard coded artificial limits of dynamic construct speed may have any relations to credible (or scifi ) energy management.
  18. True. Most of pre beta BPs are already useless. "To keep BPs" is empty promise, because majority of BPs will be useless if changes after changes to constructs are introduced. Even many of static construct BPs are not working because of new element placement rules. "Power" implementation may break rest of them. Actually power may break all BPs
  19. Exactly Despite of my post about credible energy systems and using right technical terms I agree by 100% that if implementing only current technical solutions into SCIFI game will be mistake. Is our imagination too limited. (me included) We should stop thinking and arguing about what is not possible versus our current knowledge about tech in use now at 2022. We must think about what can be possible when we arrive at Alioth
  20. "Power" is already in game. At this point it is very important to use accurate terms. All starts from "energy". We have already multiple energy sources; - minerals -> fuels are producing energy for current propulsion engines. Note: Energy source here is ore/minerals - gravity -> creates kinetic energy - also all engines do create kinetic energy, which is preserved and used by constructs. First what we are missing is electricity. I do not see it as a "power" it is one form of "energy." (I've studied these things but At this point I'm on thin ice because English is not my native language So let me know if "power" is synonym for "electricity") How electricity is generated and distributed on dynamic constructs creates interesting game-play if implemented well. But it must be done right. I think most important thing to remember is that all ships do already have powerful energy sources in forms of fuel and engines. What energy sources for statics and space constructs will be in future is also important. Do we have solar energy, geothermal energy, nuclear... etc. Energy (power) related game play is most welcome, but @NQ please do this right. Do your homework in due diligence and after that introduce credible energy systems.
  21. Yep. It were RDMS issue. This brings me to other big missing feature. D=Duties part of RDMS
  22. Yes sadly true. But we must keep pressure on NQ not to forget promises. Breaking Kick starter promises makes harm to whole industry, because Kick starter is important source for early funding. Breaking Kick starter promises takes credibility away from KS projects Here is how Player markets were described in Kick starter. For me this was one of most important promises to make decision to become Kick starter Backer. https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1692359 They even sent this by email to us. Player markets were in Road map for end of 2020. Then they were mowed to post launch.
  23. I agree, mostly. I do not defense "no economic sinks" I'm against artificial restrictions against free markets. Capitalism is not based on destruction of wealth. It is based on creating wealth and consuming goods and services. I agree that this game needs new sinks, but not artificial restrictions which are introduced as sinks.. About whales dominating markets. Situation what we see now is nothing compared to situation after DACs are introduced into in-game economy.
  24. New players can enter economy loop, and make profit. They just have to be smart. It will not be easy, but isn't it what everybody wants. Game not be too easy. Whales will always be there and veterans are already here. After final wipe + 1 year, situation for new player will be more and more "uneven" as it is now. If someone wants challenge for mining, I suggest starting to harvest and sell plasma. - pretty high buy prices and some challenge on harvesting too. - no flood on markets Or one could specialize producing those elements which need plasma.
  25. Everyone can build a factory is no big deal. Because everyone can. Schematics may slow it little down but make no big difference in a big picture. Everyone ban buy MUs also no big deal. That is how free market works. (Everyone) To be able to build mega factory - So what. Few weeks later.... So now you have your mega factory. What you gonna do with it. It will not magically start producing all items in a game, not at all. It just sits there doing nothing even when you have all precious schematics installed. How you gonna acquire raw materials, ores. For a big factory you need multiple alts to run enough MUs just for T1 ores, then you need to haul it to your base. Make sure you do not run out of materials or you will produce nothing. Then you need to go to outer planets warping and running more alts to maintain T2-T5 MUs or to go to pvp asteroids to mine. Now you also need to establish Alien core operations for collecting plasma to be able to manufacture items which need it. At this point you need a lot of quanta every week to be able run yr MUs tile taxes to supply your factory. Or if you don't run MUs you need even more quanta to buy ore yo need. Then you have your out-containers full of stuff. You need to sell it fast to make profit - to cower yr territory taxes, fuel, warp cells, losses at pvp space and other costs running your mega factory. Because you are competing in raw materials and mass production markets it is not easy. Margins there are low and will always be. You need to haul yr stuff to market and create sell orders. You need to calculate the right price for them, and be aware of competition, adjusting you prices so that your stuff sells and you still make profit. It is possible but you need to know know how to do it. No schemas or talent points to help you on how to compete in free markets. Artificially limiting amount of players able to compete with you when selling raw materials or mass produced items does not belong to free markets. https://en.wikipedia.org/wiki/Free_market
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